I'm still working on the back, I couldn't find enough reference for it online other than from the toy version but I don't want to use that. I need to dig through the past episodes of Rebels to find a good view.

Working on a model of the the rebel soldier from Star Wars: Rebels. This is my first time modelling a character, or anything this complex really, so any suggestions are more than welcome. It's just under 2,500 polys right now, though there's a lot of optimization that can be done.

TheNerdyOne wrote:Working on a model of the the rebel soldier from Star Wars: Rebels. This is my first time modelling a character, or anything this complex really, so any suggestions are more than welcome. It's just under 2,500 polys right now, though there's a lot of optimization that can be done.

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This model looks great. I really love it. Your model looks very close to the original reference

TheNerdyOne wrote:Working on a model of the the rebel soldier from Star Wars: Rebels. This is my first time modelling a character, or anything this complex really, so any suggestions are more than welcome. It's just under 2,500 polys right now, though there's a lot of optimization that can be done.

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This model looks great. I really love it. Your model looks very close to the original reference

Thanks!

Well here it is with a crappy texture applied:

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Could anyone point me in the right direction as far as tutorials on what to do from here go? I still have to redo the legs and some of the texture mapping, but after that I'd definitely like to at least get it ready for other people to use, if not use it myself.

Here are some pictures of a Republic hangar under the planet surface for a new map I'm creating. The whole hangar model has around 10000 tris. The ATTEs are from the SWBF3 assets and are just a quick convert. Some of the pictures were taken with activated ENB mod and some of them just with normal SWBF2 graphics. Most of the textures I used were not created by me and are stock textures.

Taking my first-ever foray into map making. This is just a lot of stock asset manipulation, but it's coming out alright so far.

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The map is to be exclusive to my SWBF Legacy mod for SWBF1, though I will later on convert this map to SWBF2. I have not seen too many Hoth maps that don't have a load of empty corridors as their 'Echo Base' - the stock map is guilty of this too - so I decided I wanted to make something that looks more like what we see in the movies. I have intentionally based the layout off of "Rebel Base" from the new game, because if I were to do a 1-1 recreation of Echo Base, the thing would wind up to be massive - it could literally be an XL map on its own. However, unlike "Rebel Base", my intention is to make Echo base part of a full recreation of the Battle of Hoth - the first section would appear much like stock (though Ion Control would have a different entrance that leads from outside rather than from Echo Base) and the second would appear similar to the Walker Assault map, with the Shield Generator behind trenches and turrets.

While this is based off the Rebel Base map, certain areas extend further than they do in the original version so instead of trying to force them all together I've decided to have it so the left side instead links back to the surface.

I use Metasequoia to model, BTW. It's easy for me to use. It also lets me do something I'm not sure Mod Tool can do, and that's render something as both textured and wireframe at the same time (Mod Tool can technically do that but you have to select the object first). However, because I like to meet the requirements, here's the same mesh with just wireframe active:

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(You can't see the triangles from the back because I've set the window to view visible faces only)

I'll have to figure out a decent replacement for those octagonal boxes, though. I don't think they've been done yet in SWBF.